Annoying Game Questions You Want Answered
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- Duke
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Good to know. I love the format though and wouldn't mind crayoning some changes. Found an unofficial errata thread though I don't know how much they missed: http://community.wizards.com/content/fo ... ic/3402006
Last edited by radthemad4 on Wed Jul 02, 2014 7:34 pm, edited 2 times in total.
- Count Arioch the 28th
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- Duke
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There was a thread about this in the paizo forums but no devs chimed in (google dismounting a mounted opponent paizo). A thread on Gitp suggested tripping.
I'm guessing if someone is moved off their mounted area (e.g. bullrush, drag, reposition, whatever,) it should do it as you can target mounted characters using normal attacks so they should be vulnerable to these, but I can't find anything official.
Can't find that on the pfsrd, but it should carry over I think.
I'm guessing if someone is moved off their mounted area (e.g. bullrush, drag, reposition, whatever,) it should do it as you can target mounted characters using normal attacks so they should be vulnerable to these, but I can't find anything official.
Last edited by radthemad4 on Fri Jul 04, 2014 9:32 pm, edited 4 times in total.
I was thinking recently about how to make a tough but not hardy race (inspired by the new dwarves post in "interesting cultures").
What are the pitfalls of a pair of traits, -6 constitution and hardness = (constitution / 2)?
Not that those are necessarily the best numbers, but I think they illustrate the approach.
What are the pitfalls of a pair of traits, -6 constitution and hardness = (constitution / 2)?
Not that those are necessarily the best numbers, but I think they illustrate the approach.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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- Knight-Baron
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It might be alright to just let them take half damage from a bunch of sources but a hit to con, but honestly it'd probably be best to design a new system that fits in to.
Kaelik wrote:Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
@fectin
I've noted this for people in a few places, so you're not the first, but the way to note a squishy victim in a hard shell in D&D is to give them a higher AC. Classic Zombies model better in D&D if you give them AC 20+ and just 2 hit points, so superheroes can chew them up with constant "brain shots" and ordinary people flail away uselessly forever.
Hardness is just nonsense. It's a tool for making monsters almost immune to everything that's not magic-silver or whatever, and then they gave it to doors and similar objects like Barbarians because ... I don't know either.
I've noted this for people in a few places, so you're not the first, but the way to note a squishy victim in a hard shell in D&D is to give them a higher AC. Classic Zombies model better in D&D if you give them AC 20+ and just 2 hit points, so superheroes can chew them up with constant "brain shots" and ordinary people flail away uselessly forever.
Hardness is just nonsense. It's a tool for making monsters almost immune to everything that's not magic-silver or whatever, and then they gave it to doors and similar objects like Barbarians because ... I don't know either.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
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- King
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I wanted them to be hardened against environmental and area damage though, which is why I picked hardness instead of DR/-. I also wanted them to be able to completely shrug off minor attacks, but still have a reason to be paranoid.
So, generally good advice, but in this specific case I meant the one I said.
So, generally good advice, but in this specific case I meant the one I said.
Last edited by fectin on Tue Jul 08, 2014 8:23 pm, edited 1 time in total.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
Oh, right. I've got hardness and DR/- conceptually linked in my head, had to tjeck a few times to sort that out. Apparently my objects have a been a bit easy to vape with energy spells for quite some time, though it makes little difference with the tiny numbers involved.
Functionally no different to DR/- with ER for everything then. Which is what you should call it for consistency, your characters not actually being objects. Like Golems do.
So ... math-wise you make characters per-level weaker and per-attack stronger. Given that characters face no more attacks at high level than they do at low level (insignificant vs level gain), you've made a thing that everyone who takes it gets comparatively weaker as they advance.
It's, like you're a 3.0 fiend, basically. Enough Con and it doesn't matter, otherwise splat.
Functionally no different to DR/- with ER for everything then. Which is what you should call it for consistency, your characters not actually being objects. Like Golems do.
So ... math-wise you make characters per-level weaker and per-attack stronger. Given that characters face no more attacks at high level than they do at low level (insignificant vs level gain), you've made a thing that everyone who takes it gets comparatively weaker as they advance.
It's, like you're a 3.0 fiend, basically. Enough Con and it doesn't matter, otherwise splat.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
Honestly, I think some creatures should have hardness. Golems and Animated Objects definitely, and I don't think it'd be bad for dwarves to just straight up have hardness. They're earth-energy heavy humanoids, they're proverbially tough as rock, they have hardness.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
The game's not set up to support it. Damage per attack doesn't scale by level, DR doesn't scale with level, they don't scale with each other. Flavouring monsters as "hard like a wall" is not a good reason to transfer over the crappy mechanics for swording through walls.
The actual mechanics for Golems are bad enough in 3e. GURPS4 deals with it all well enough, but it's got five steps for resolving every attack and you probably don't want that.
I go back to my original point. Hard things in D&D should just have a high AC and appropriate energy resists and immunities. It's the best option the system's got.
The actual mechanics for Golems are bad enough in 3e. GURPS4 deals with it all well enough, but it's got five steps for resolving every attack and you probably don't want that.
I go back to my original point. Hard things in D&D should just have a high AC and appropriate energy resists and immunities. It's the best option the system's got.
PC, SJW, anti-fascist, not being a dick, or working on it, he/him.
Anyone have good rules for the effects of drinking alcohol in D&D? Just to keep the game going, we did 1 Fort save/hour, -1 Int/Wis/Cha per failed save, but that's because I didn't have anything to refer to.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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- Knight-Baron
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That sounds as good a way as any, but don't forget becoming sickened, and dazed the day after.
Kaelik wrote:Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
Stolen from a GM I respect: "When drinking you are allowed to take a penalty of -1 to -3 (player's choice) to your DEX, WIS and INT. If you take -3, you're going to throw up tomorrow unless you're a dwarf. If you're trying to keep up with someone, you take whatever modifier they decide to take."Prak_Anima wrote:Anyone have good rules for the effects of drinking alcohol in D&D?
Eh, it worked. Told us how much of a penalty the bard got on a bluff check.
Another question- I raised the idea of playing a tabletop Elder Scrolls/Skyrim game with my group tonight. Anyone know of a system for that that they approve of?
Another question- I raised the idea of playing a tabletop Elder Scrolls/Skyrim game with my group tonight. Anyone know of a system for that that they approve of?
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
That results in a wall that anyone can take down with any weapon that can deal lethal damage given enough time. Sorry, but you just can't punch through a steel wall with a toothpick and 10 Str.tussock wrote:I go back to my original point. Hard things in D&D should just have a high AC and appropriate energy resists and immunities. It's the best option the system's got.
REALISMZAxebird wrote:That results in a wall that anyone can take down with any weapon that can deal lethal damage given enough time. Sorry, but you just can't punch through a steel wall with a toothpick and 10 Str.tussock wrote:I go back to my original point. Hard things in D&D should just have a high AC and appropriate energy resists and immunities. It's the best option the system's got.
- deaddmwalking
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For a HeartBreaker, I'd love to have an acronym for 'Total Character Level' that is different from 'Caster Level'.
It would be nice if 'Character Level' and 'Caster Level' could be used, because those are terms that people are familar with, but the fact that they would abbreviate the same is a problem. And I'm not very fond of 'TCL'.
So, if you had 3.x to design over again, what terminology would you use for 'character level' and 'caster level'. Would you change the name of 'class'? Or 'caster'?
Suggestions welcome.
It would be nice if 'Character Level' and 'Caster Level' could be used, because those are terms that people are familar with, but the fact that they would abbreviate the same is a problem. And I'm not very fond of 'TCL'.
So, if you had 3.x to design over again, what terminology would you use for 'character level' and 'caster level'. Would you change the name of 'class'? Or 'caster'?
Suggestions welcome.
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- deaddmwalking
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That's actually a really good point...
That said, having 20 levels of spells (as opposed to 9) feels quite a bit harder... In my Heart breaker I have 12 levels for classes and 7 spell levels...
So would you further divide the spells? If you wanted to slow down access to more powerful spells, how would you do it? I find giving too many abilities at each level can be confusing and spreading out the acquisition is helpful...
So what's your recommendation around that?
That said, having 20 levels of spells (as opposed to 9) feels quite a bit harder... In my Heart breaker I have 12 levels for classes and 7 spell levels...
So would you further divide the spells? If you wanted to slow down access to more powerful spells, how would you do it? I find giving too many abilities at each level can be confusing and spreading out the acquisition is helpful...
So what's your recommendation around that?
- nockermensch
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You don't need to have 20 levels of spells. Spells known/Spells per day can still come from each Caster class' table.deaddmwalking wrote:That's actually a really good point...
That said, having 20 levels of spells (as opposed to 9) feels quite a bit harder... In my Heart breaker I have 12 levels for classes and 7 spell levels...
So would you further divide the spells? If you wanted to slow down access to more powerful spells, how would you do it? I find giving too many abilities at each level can be confusing and spreading out the acquisition is helpful...
So what's your recommendation around that?
@ @ Nockermensch
Koumei wrote:After all, in Firefox you keep tabs in your browser, but in SovietPutin's Russia, browser keeps tabs on you.
Mord wrote:Chromatic Wolves are massively under-CRed. Its "Dood to stone" spell-like is a TPK waiting to happen if you run into it before anyone in the party has Dance of Sack or Shield of Farts.
Why?
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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- Serious Badass
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You seem to be mixing up caster level and spell level. That being said, there is no reason for spell level to be different from class level. You don't need to hand out a new set of spells every level (though you can if you want), but there is exactly zero reason to call the fireball that a wizard can learn at fifth level anything other than a 'fifth level spell.'deaddmwalking wrote:That's actually a really good point...
That said, having 20 levels of spells (as opposed to 9) feels quite a bit harder... In my Heart breaker I have 12 levels for classes and 7 spell levels...
So would you further divide the spells? If you wanted to slow down access to more powerful spells, how would you do it? I find giving too many abilities at each level can be confusing and spreading out the acquisition is helpful...
So what's your recommendation around that?
-Username17